Fix Macros de combat et corps à corps
- gestion des armes à 1/2 mains depuis les armes / le combat - gestion correcte des compétences d'attaques de créatures - message pour les macros de compétence d'arme
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@ -1,13 +1,17 @@
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { TYPES } from "./item.js";
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export class RdDHotbar {
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static async createItemMacro(item, slot, armeCompetence = undefined) {
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let command = `game.system.rdd.RdDHotbar.rollMacro("${item.name}", "${item.type}"` + ((armeCompetence) ? `, "${armeCompetence}");` : `);`);
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let macro = game.macros.contents.find(m => (m.name === item.name) && (m.command === command));
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const itemName = item.name;
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let command = `game.system.rdd.RdDHotbar.rollMacro("${itemName}", "${item.type}", "${armeCompetence}");`
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let macro = game.macros.contents.find(m => (m.name === itemName) && (m.command === command));
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let macroName = itemName + RdDHotbar.$macroNameSuffix(armeCompetence);
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if (!macro) {
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macro = await Macro.create({
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name: item.name,
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name: macroName,
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type: "script",
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img: item.img,
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command: command
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@ -16,29 +20,51 @@ export class RdDHotbar {
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await game.user.assignHotbarMacro(macro, slot);
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}
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static $macroNameSuffix(armeCompetence){
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switch(armeCompetence) {
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case 'unemain': return ' (1 main)';
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case 'deuxmains': return ' (2 main)';
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case 'tir': return ' (tir)';
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case 'lancer': return ' (lancer)';
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}
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return ''
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}
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static async addToHotbar(item, slot) {
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switch (item?.type ?? "") {
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switch (item?.type ?? '') {
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case TYPES.arme:
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{
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// Les armes peuvent avoir plusieurs usages
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if (item.system.competence != "") {
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await this.createItemMacro(item, slot, "competence")
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if (item.system.competence != '') {
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if (item.system.unemain) {
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await this.createItemMacro(item, slot, 'unemain')
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slot++
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}
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if (item.system.deuxmains) {
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await this.createItemMacro(item, slot, 'deuxmains')
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slot++
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}
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}
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if (item.system.lancer != '') {
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await this.createItemMacro(item, slot, 'lancer')
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slot++
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}
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if (item.system.lancer != "") {
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await this.createItemMacro(item, slot, "lancer")
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slot++
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}
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if (item.system.tir != "") {
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await this.createItemMacro(item, slot, "lancer")
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if (item.system.tir != '') {
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await this.createItemMacro(item, slot, 'lancer')
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slot++
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}
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}
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return
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case TYPES.competence:
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case TYPES.competencecreature:
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const categorie = RdDItemCompetenceCreature.getCategorieAttaque(item) ?? 'competence';
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await this.createItemMacro(item, slot, categorie)
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return
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default:
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await this.createItemMacro(item, slot)
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case TYPES.competence:
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if (RdDItemCompetence.isCompetenceArme(item)) {
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ui.notifications.info(`La compétence de ${item.name} est une compétence d'arme, choisissez plutôt de créer la macro depuis l'onglet combat`);
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}
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await this.createItemMacro(item, slot, 'competence')
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return
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}
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}
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@ -51,14 +77,13 @@ export class RdDHotbar {
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*/
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static initDropbar() {
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Hooks.on("hotbarDrop", (bar, documentData, slot) => {
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Hooks.on('hotbarDrop', (bar, documentData, slot) => {
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// Create item macro if rollable item - weapon, spell, prayer, trait, or skill
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if (documentData.type == "Item") {
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if (documentData.type == 'Item') {
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const item = fromUuidSync(documentData.uuid) ?? this.actor.items.get(documentData.uuid)
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console.log("DROP", documentData, item)
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switch (item?.type ?? "")
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{
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console.log('DROP', documentData, item)
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switch (item?.type) {
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case TYPES.arme:
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case TYPES.competence:
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case TYPES.competencecreature:
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@ -72,7 +97,7 @@ export class RdDHotbar {
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}
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/** Roll macro */
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static rollMacro(itemName, itemType, competenceName) {
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static rollMacro(itemName, itemType, categorieArme = 'competence') {
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const speaker = ChatMessage.getSpeaker();
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let actor;
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if (speaker.token) actor = game.actors.tokens[speaker.token];
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@ -88,10 +113,14 @@ export class RdDHotbar {
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// Trigger the item roll
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switch (item.type) {
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case TYPES.arme:
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return actor.rollArme(item, competenceName);
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return actor.rollArme(item, categorieArme);
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case TYPES.competence:
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return actor.rollCompetence(item);
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case TYPES.competencecreature:
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return actor.rollCompetence(itemName);
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return item.system.iscombat && !item.system.isparade
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? actor.rollArme(item, categorieArme)
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: actor.rollCompetence(item);
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}
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}
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